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https://github.com/OpenSpace/OpenSpace.git
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Address OpenSpace PR comments
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@@ -305,22 +305,22 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
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));
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}
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if (geometries.size() > 0) {
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if (!geometries.empty()) {
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ghoul::modelgeometry::ModelGeometry combinedGeometry =
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std::move(*geometries[0].release());
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// Combine all models into one ModelGeometry
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for (unsigned int i = 1; i < geometries.size(); ++i) {
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for (unsigned int m = 0; m < geometries[i]->meshes().size(); ++m) {
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for (const ghoul::io::ModelMesh& mesh : geometries[i]->meshes()) {
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combinedGeometry.meshes().push_back(
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std::move(geometries[i]->meshes()[m])
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std::move(mesh)
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);
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}
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for (unsigned int t = 0; t < geometries[i]->textureStorage().size(); ++t) {
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combinedGeometry.textureStorage().push_back(
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std::move(geometries[i]->textureStorage()[t])
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);
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for (const ghoul::modelgeometry::ModelGeometry::TextureEntry& texture
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: geometries[i]->textureStorage())
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{
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combinedGeometry.textureStorage().push_back(std::move(texture));
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}
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}
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_geometry = std::make_unique<ghoul::modelgeometry::ModelGeometry>(
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@@ -58,33 +58,33 @@ uniform float opacity = 1.0;
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Fragment getFragment() {
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// Render invisible mesh with flashy procedural material
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if(use_forced_color) {
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Fragment frag;
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// Render invisible mesh with flashy procedural material
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if (use_forced_color) {
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Fragment frag;
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vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
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float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
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chessboard = fract(chessboard * 0.5);
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chessboard *= 2;
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// Pink and complementary green in a chessboard pattern
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frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
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vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
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float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
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chessboard = fract(chessboard * 0.5);
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chessboard *= 2;
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// Pink and complementary green in a chessboard pattern
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frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
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frag.color.a = opacity;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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frag.color.a = opacity;
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frag.depth = vs_screenSpaceDepth;
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frag.gPosition = vs_positionCameraSpace;
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frag.gNormal = vec4(vs_normalViewSpace, 0.0);
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frag.disableLDR2HDR = true;
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return frag;
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}
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return frag;
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}
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vec3 diffuseAlbedo;
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if (has_texture_diffuse) {
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diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
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}
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else {
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diffuseAlbedo = color_diffuse;
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}
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vec3 diffuseAlbedo;
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if (has_texture_diffuse) {
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diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
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}
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else {
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diffuseAlbedo = color_diffuse;
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}
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if (opacity == 0.0) {
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discard;
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@@ -94,32 +94,32 @@ Fragment getFragment() {
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if (performShading) {
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vec3 specularAlbedo;
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if (has_texture_specular) {
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specularAlbedo = texture(texture_specular, vs_st).rgb;
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}
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else {
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if(has_color_specular) {
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specularAlbedo = color_specular;
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}
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else {
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specularAlbedo = vec3(1.0);
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}
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}
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vec3 specularAlbedo;
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if (has_texture_specular) {
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specularAlbedo = texture(texture_specular, vs_st).rgb;
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}
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else {
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if (has_color_specular) {
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specularAlbedo = color_specular;
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}
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else {
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specularAlbedo = vec3(1.0);
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}
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}
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// Some of these values could be passed in as uniforms
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const vec3 lightColorAmbient = vec3(1.0);
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const vec3 lightColor = vec3(1.0);
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vec3 n;
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if(has_texture_normal) {
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vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
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normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
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n = normalize(TBN * normalAlbedo);
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}
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else {
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n = normalize(vs_normalViewSpace);
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}
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if (has_texture_normal) {
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vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
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normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
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n = normalize(TBN * normalAlbedo);
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}
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else {
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n = normalize(vs_normalViewSpace);
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}
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vec3 c = normalize(vs_positionCameraSpace.xyz);
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@@ -133,9 +133,9 @@ Fragment getFragment() {
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float specularCosineFactor = dot(c,r);
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const float specularPower = 100.0;
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseAlbedo *
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max(diffuseCosineFactor, 0);
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vec3 diffuseColor =
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diffuseIntensity * lightColor * diffuseAlbedo *
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max(diffuseCosineFactor, 0);
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vec3 specularColor =
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specularIntensity * lightColor * specularAlbedo *
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@@ -167,4 +167,4 @@ Fragment getFragment() {
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frag.disableLDR2HDR = true;
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return frag;
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}
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}
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@@ -93,7 +93,7 @@ documentation::Documentation RenderableModelProjection::Documentation() {
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KeyGeomModelFile,
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new OrVerifier({ new StringVerifier, new StringListVerifier }),
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Optional::No,
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"The file or files that that is used for rendering this model"
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"The file or files that are used for rendering of this model"
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},
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{
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keyProjection,
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@@ -160,16 +160,14 @@ RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& di
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// Combine all models into one ModelGeometry
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for (unsigned int i = 1; i < geometries.size(); ++i) {
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for (unsigned int m = 0; m < geometries[i]->meshes().size(); ++m) {
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combinedGeometry.meshes().push_back(
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std::move(geometries[i]->meshes()[m])
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);
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for (const ghoul::io::ModelMesh& mesh : geometries[i]->meshes()) {
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combinedGeometry.meshes().push_back(std::move(mesh));
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}
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for (unsigned int t = 0; t < geometries[i]->textureStorage().size(); ++t) {
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combinedGeometry.textureStorage().push_back(
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std::move(geometries[i]->textureStorage()[t])
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);
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for (const ghoul::modelgeometry::ModelGeometry::TextureEntry& texture
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: geometries[i]->textureStorage())
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{
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combinedGeometry.textureStorage().push_back(std::move(texture));
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}
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}
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_geometry = std::make_unique<ghoul::modelgeometry::ModelGeometry>(
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